Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
.Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
I seriously thought ESO was going to do away with "the trinity" when it came out. When the LFG tool had the roles it genuinely surprised me.
Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
I seriously thought ESO was going to do away with "the trinity" when it came out. When the LFG tool had the roles it genuinely surprised me.
Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
Would vote all insightful, agree, and awesome if I could. Very well said.
Scyantific wrote: »Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
Tell that to me and my guildies who can 2/3 man dungeons with ease.
E: Forgot to add that this is without the standard healer/tank combo.
[*] Dungeons have no need to be scaled for duo or solo players. Its meant to be played with 4 players, if you want to cut your group down it should be hardcore and very difficult.
Zorgon_The_Revenged wrote: »
Blackhorne wrote: »Zorgon_The_Revenged wrote: »MMO or the trinity?
Chicken or the egg?
Trinity. It was around in MUDs and even table-top and single-player RPGs of the early nineties. Why do you think pre-built groups in the early single-player arcade/computer RPGs almost always consisted of some variation on fighter, mage, ranger/thief, priest? Tank, 2DPS, Heals.
I am wondering if in ESOTU, each player can hold two of these three traits, to some degree and be as effective, or very close to, heck even better than the dedicate Trinity roles?
Which seems, we may need to try out with the changes that are coming in this next patch.
Judging by what Elloa has said, if true, it does look to be a viable option.
Yes, we do clear this stuff at level (vr12 engine runs, nerien'eth runs). In fact:Blackhorne wrote: »Scyantific wrote: »Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
Tell that to me and my guildies who can 2/3 man dungeons with ease.
E: Forgot to add that this is without the standard healer/tank combo.
I think you just made @Emma_Eunjung 's point -- if you can run a dungeon (at-level, of course) without relying on the strict roles of the Trinity, then ESO has already freed you from the constraints of the Trinity.
Now to make my point, you just have to agree that you'd never try that with a PUG from the LFG tool in its current state.
https://www.youtube.com/watch?v=QzvXLEDWdhARev Rielle wrote: »GW2 tried to remove the necessity of the trinity as much as any traditional MMO has done so to date, and overall it did not work very well in terms of getting the community/players to work together.
I think (hope) the Trinity will always have useful place in ESOTU.
[*] Dungeons have no need to be scaled for duo or solo players. Its meant to be played with 4 players, if you want to cut your group down it should be hardcore and very difficult.
That is only an opinion. What is the problem with 2 or 3 people groups, and the scaling of *instanced* dungeons to this? Adjusting this would not affect your gameplay whatsoever, but would allow folks who prefer to run in these smaller groups to enjoy the content, instead of experiencing it on hardmode.
It's a compromise; of course the best XP and rewards would still go to the full group.
nobertpaulb16_ESO wrote: »